Force placement of shields after everything else in preview

- Solves #266
This commit is contained in:
LeMagnesium 2015-09-05 21:31:35 +02:00
parent de3c1e00da
commit ea7c8f20dc
1 changed files with 7 additions and 2 deletions

View File

@ -178,7 +178,7 @@ armor.set_player_armor = function(self, player)
local textures = {}
local physics_o = {speed=1,gravity=1,jump=1}
local material = {type=nil, count=1}
local preview = armor:get_preview(name) or "character_preview.png"
local preview = ""
for _,v in ipairs(self.elements) do
elements[v] = false
end
@ -193,7 +193,11 @@ armor.set_player_armor = function(self, player)
if level then
local texture = item:gsub("%:", "_")
table.insert(textures, texture..".png")
preview = preview.."^"..texture.."_preview.png"
if stack:get_name():find("shield") then -- //MFF(Mg|09/05/15)
preview = preview.."^"..texture.."_preview.png"
else
preview = texture .. "_preview.png^" .. preview
end
armor_level = armor_level + level
state = state + stack:get_wear()
items = items + 1
@ -221,6 +225,7 @@ armor.set_player_armor = function(self, player)
end
end
end
preview = (armor:get_preview(name) or "character_preview.png") .. "^" .. preview -- //MFF(Mg|09/05/15)
if minetest.get_modpath("shields") then
armor_level = armor_level * 0.9
end